Army lists are due no later than April 7th 2012. Please email them in either Text, Word, or Excel format to ocb.coordinator@yahoo.com.*If you miss the army list submission deadline your army will lose out on the bonus +500 points you get for being on time!

This tournament will use 8th edition Warhammer Fantasy Battles rules. Any official Errata published in the latest annual compilation, White Dwarf, on the GW website, or Direwolf FAQ will be used—GW online Errata takes precedence.

Armies do not have to be painted (ALTHOUGH WE WOULD PREFER IT TO BE PAINTED)** Your army must be painted to the usual standard (3 colors, etc...primed does not count as painted), in order to qualify for any prizes except door prizes.

No more than 3,000 points may be spent on your army. **NO GRAND ARMY RULES**

Armies must follow the restrictions on army selection from their own Warhammer Armies book and must use the most recent version of that army book. Dogs of War may NOT be taken.

This is the BRAWLER BASH; not the “Timid Tussle” or the “Scaredy-Cat Shakedown!” As such, bonus battle points will be awarded for giving your opponent a proper knock. These bonus BASH points are earned by each player-win, lose or draw.

Bash Battle Points will be awarded on a 1 for 1 basis for how many VP you score from your opponent plus:

WIN +2000DRAW +1000LOSS +500

*NOTE* Maximum total points of 5,000 per round.

example: You win your game and score 2187 VP from your opponent while he only scores 1150 VP from you. You have a total of 4187 points for the round while your opponent walks away with 1650 points total.

For turning in your results on time each round you will receive an additional +100 Points (so a possible +500 points during the weekend) -These points are NOT part of the 5,000 per round maximum.

In addition to these points, the wildly popular scenario cards will again be in use for the Bash. (see below)

Army CompArmies will be built using up to 3,000 points. (You may use less, but you are not allowed to go over, even by 1 point.

** NO GRAND ARMY RULES**

Special characters WILL be allowed this year.

**The TO’s reserve the right to veto any army that is an utter blight. I don’t expect it to come to that, but there it is in black and white in case it is necessary.

If you miss the army list submission deadline(April 7th 2012 ) you will lose out on the bonus +500 points you get for being on time! So get ‘em in!)

Army lists are due no later than April 7th 2012. Please email them in either Text, Word, or Excel format to ocb.coordinator@yahoo.com

SportsmanshipWe have learned several lessons from past Bashes, the main one being: Everyone is a good sport! Therefore we have adopted a sports scoring system that provides more separation in scores amongst the spectacular sports player base that we have at the Bash every year.

At the end of game 5 on Sunday, each player will place their 5 opponents in order from Good to Stellar-Awesomesauce! starting with #1 being your most enjoyable opponent and #2 being your second most enjoyable opponent... so on and so forth. You MUST do this and turn it in to have your game 5 results counted. The player with the lowest total wins Bash Crasher.

Tie-breaker for this category is battle points.

*Note: For Over-All Score purposes the sportsmanship score will be converted to :Being ranked a #1=500 pointsBeing ranked a #2=400 pointsBeing ranked a #3=300 pointsBeing ranked a #4=200 pointsBeing ranked a #5=100 points

IF your total sports score would be less than “1500” you will receive a score of “1500” instead. Therefore, the sports score that counts for your over-all score will be between 1500-2500 points**.

PaintingThis year we are greatly simplifying the paint judging!There will be two painting prizes, Bash Brush and Player's Choice.At lunchtime both days players will be asked to lay out/display their armies for judging. The other players will be encouraged to walk around at these times as well to pick out their favorite army of the weekend! The same player cannot win both prizes. (We want to spread the recognition. Bash Brush takes precedent in the event of a sweep by a single player.)

There are 10 points available for army painting.

-Armies with more than 1/4 of the models being unpainted will receive a 0.-Armies with minimal effort applied to them (i.e. bare minimum "3 colors") will get a 3. *This score will also be used for armies that are mostly painted (3/4 painted or more), but have some unpainted models.-Most armies will receive a 5.-Standout armies will receive an 8.-The Best Army (and those in consideration for it) will receive a 10!

There will be at least 2 judges (preferably 3+). Your score will be the average of all scores received.

We believe that this is a hobby, not just a board game. Armies will be rewarded for effort and overall theme, not only technical ability.

*Note: For Over-All Score purposes the painting score will be converted by multiplying the final score x 250. So a "10" is worth 2,500 points.

The Battlefield and Strategy CardsTerrain placement is fixed for this tournament (Obviously spells and other abilities which move terrain will still function normally, just re-place the terrain when your game is over please.)Terrain special rules will be used for this tournament. If there is not a card on the table that details the rules for the terrain piece, then you will need to roll for the random effects (if any are needed).*Unique scenarios will be used for all 5 games. These will be based on the book scenarios so plan accordingly! (**Cough** Fortitude **Cough**)Below are six cards, five describing bonus point objectives and special rules and one “Your Lucky Day” card. After deployment, but before scouts are placed, both players must choose one strategy card from those remaining to them and place it on the table.You MUST choose a card to play each round. Each card can only be used once during the tournament (including Your Lucky Day) and the card must be turned in when your results are reported.Only the card player may gain bonus points based upon their card in play.

Card 1: Take the Field!+500 for controlling more table quarters than your opponent at the end of the game. To control a table quarter you need to have fortitude there (i.e. General or a banner). The most fortitude in a quarter controls that quarter. In the event of a tie then neither player controls that quarter.----------------------------------Special Rules: One core unit or solo character may make a Vanguard move. All normal Vanguard rules apply. (Units already capable of a Vanguard move receive no added bonus)Card 2: No Glory in Death+500 for keeping your most expensive unit/model (NON-Character) above half for the entire battle.----------------------------------Special Rules: The player of this card automatically wins the roll to see who goes first, they may then choose to go first or allow their opponent to go first. If both players choose this card then roll off as normal.Card 3: Operation Anaconda+500 for killing enemy general.("killing"= opponent's general not being alive for any reason at the end of the game.)___________________Special Rules: Your General gives a rousing speech to spur his/her troops to victory. At the start of any one of your turns you may declare that you are using this special rule and claim a +1 to the Leadership of your general (up to the normal max of LD10) It lasts until the start of your next turn.Card 4: Broken Arrow+500 for having all of your dispel/power dice generating characters/units alive at the end of the game.(If you have none of either to start with, you automatically get these points!)----------------------------------Special rules: For the first turn of this game all your opponent's spells miscast on double 1's as well as double 6's. (note: double 1's do NOT cause IF)Card 5: Live to Fight Another Day+500 bonus points for having a unit that successfully (is not caught in that turn) flees from a charge.

**IF your army contains NO units or characters capable of fleeing at the start of the game THEN you may earn +500 bonus points if one of your characters (not champions) refuse a challenge during the game.----------------------------------Special rules - Add d3 inches to one "flee" charge reaction during the battle. Must be declared prior to rolling any dice.Card 6: Your Lucky DayCard is useable only ONCE during the tournament.Before any 2d6 roll is made (but not before a re-roll, such as that given by a battle standard-bearer), a player may employ Your Lucky Day. This automatically makes the result of the roll a 7 without actually rolling dice.Note that Your Lucky Day cannot be used to change two dice within a number of other dice rolled—it must be a straight 2D6 roll and not a 3D6, for example. Additionally, Lizardmen may use the Lucky Day for a single leadership test (as well as any other straight 2d6 roll), except for a re-roll such as that given by a battle standard-bearer.Your Lucky Day may NOT be used for the Winds of Magic 2d6 roll. Your Lucky Day roll may only affect the dice of the person playing the card.**Alternate use of Your Lucky Day**You may choose to use Your Lucky Day after both players have played their scenario cards, but before the battle starts, to nullify the special rules of your opponent's card. However, they will still gain bonus points based on their card.

looks good, I'd give it a go. The only point I can see is that there may be too much of a possible vp spread in the win/loss department. With that much of a spread it looks like it could negate the purpose for using vps?

Say you smash your opponent to hell and score 2800 points. Your opponent smashes the hell out of you and scores 2900 points. He scores 4900, you score 3400. That's not a very big spread between a win and a loss.

It encourages aggressive play. A loss with a smashed opponent is worth more points than a boring draw, or even a win where you didn't do much.